Standard Race Complications

Reference name: infernal-machine-race-complications ~ ID: 8890
Tags: Mishap if vehicle/driver fails by 5 or more.
Roll Result
1 A Devil's Ride joins the fray.
2 A swirling cloud of dust envelops the vehicle. Any creature on or inside the vehicle that doesn't have total cover is blinded by the dust until the start of its next turn unless it's using some kind of protective eyewear.
3 Natural Formations: Driver can make a DC 15 Dexterity check using the vehicle's Dexterity. On a success, natural stone pillars provide three-quarters cover against attacks from other vehicles until the start of the driver's next turn.
4 Your vehicle drives into a herd of cattle. The vehicle must make a DC 12 Strength or Dexterity check (driver's choice) to plow through the herd unimpeded. On a failed check, the herd counts as 30 feet of difficult terrain.
5 10-foot-high ledge: Any unsecured creature on the outside of the vehicle must succeed on a DC 12 Dexterity saving throw or tumble off, taking normal damage from the fall and landing prone in an unoccupied space on the ground.
6 Uneven ground threatens to slow your vehicle's progress. The vehicle must make a DC 12 Dexterity check to navigate the area. On a failed check, the ground counts as 60 feet of difficult terrain.
7 Frequent rock formations dot the landscape. If the vehicle uses Dash this turn, the driver must succeed on a DC 12 Dexterity check using the vehicle's Dexterity or crash into one of the abandoned houses (see "Crashing").
8 Ground Gives Way: Vehicle DC 10 saving throw to land upright and keep moving, else vehicle is prone and dead stopped. Regardless, unsecured creatures outside make DC20 Strength saving throw or land prone within 20 feet. See Mishap Table.
9 - 16 No Complication.